const float TE_CSQC_MINELAYER_MAXMINES = 117;
const float TE_CSQC_HAGAR_MAXROCKETS = 118;
const float TE_CSQC_VEHICLESETUP = 119;
+const float TE_CSQC_SVNOTICE = 120;
const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder
const float RACE_NET_CHECKPOINT_CLEAR = 1;
const float ENT_CLIENT_SHOWNAMES = 31;
const float ENT_CLIENT_WARPZONE_TELEPORTED = 32;
const float ENT_CLIENT_MODEL = 33;
+const float ENT_CLIENT_ITEM = 34;
+const float ENT_CLIENT_BUMBLE_RAYGUN = 35;
const float ENT_CLIENT_TURRET = 40;
const float ENT_CLIENT_AUXILIARYXHAIR = 50;
const float KEY_RIGHT = 8;
const float KEY_JUMP = 16;
const float KEY_CROUCH = 32;
+const float KEY_ATCK = 64;
+const float KEY_ATCK2 = 128;
///////////////////////////
// cvar constants
const float STAT_SWITCHINGWEAPON = 58;
const float STAT_SUPERWEAPONS_FINISHED = 59;
-// see DP source, quakedef.h
-const float STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW = 222;
-const float STAT_MOVEVARS_AIRSTRAFEACCEL_QW = 223;
-const float STAT_MOVEVARS_MAXSPEED = 244;
-const float STAT_MOVEVARS_AIRACCEL_QW = 254;
-
-const float CTF_STATE_ATTACK = 1;
-const float CTF_STATE_DEFEND = 2;
-const float CTF_STATE_COMMANDER = 3;
-
-const float HUD_NORMAL = 0;
-const float HUD_VEHICLE_FIRST = 10;
-const float HUD_SPIDERBOT = 10;
-const float HUD_WAKIZASHI = 11;
-const float HUD_RAPTOR = 12;
-const float HUD_BUMBLEBEE = 13;
-const float HUD_VEHICLE_LAST = 13;
-
-const vector eX = '1 0 0';
-const vector eY = '0 1 0';
-const vector eZ = '0 0 1';
-
const float STAT_VEHICLESTAT_HEALTH = 60;
const float STAT_VEHICLESTAT_SHIELD = 61;
const float STAT_VEHICLESTAT_ENERGY = 62;
const float STAT_SECRETS_TOTAL = 70;
const float STAT_SECRETS_FOUND = 71;
+const float STAT_RESPAWN_TIME = 72;
+
// mod stats (1xx)
const float STAT_REDALIVE = 100;
const float STAT_BLUEALIVE = 101;
const float STAT_FROZEN = 104;
const float STAT_REVIVE_PROGRESS = 105;
-
+// domination
const float STAT_DOM_TOTAL_PPS = 100;
const float STAT_DOM_PPS_RED = 101;
const float STAT_DOM_PPS_BLUE = 102;
//const float STAT_SPIDERBOT_AIM 53 // compressShotOrigin
//const float STAT_SPIDERBOT_TARGET 54 // compressShotOrigin
+// see DP source, quakedef.h
+const float STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW = 222;
+const float STAT_MOVEVARS_AIRSTRAFEACCEL_QW = 223;
+const float STAT_MOVEVARS_MAXSPEED = 244;
+const float STAT_MOVEVARS_AIRACCEL_QW = 254;
+
+const float CTF_STATE_ATTACK = 1;
+const float CTF_STATE_DEFEND = 2;
+const float CTF_STATE_COMMANDER = 3;
+
+const float HUD_NORMAL = 0;
+const float HUD_VEHICLE_FIRST = 10;
+const float HUD_SPIDERBOT = 10;
+const float HUD_WAKIZASHI = 11;
+const float HUD_RAPTOR = 12;
+const float HUD_BUMBLEBEE = 13;
+const float HUD_BUMBLEBEE_GUN = 14;
+const float HUD_VEHICLE_LAST = 14;
+
+const vector eX = '1 0 0';
+const vector eY = '0 1 0';
+const vector eZ = '0 0 1';
+
// moved that here so the client knows the max.
// # of maps, I'll use arrays for them :P
#define MAPVOTE_COUNT 10
float PROJECTILE_WAKIROCKET = 28;
float PROJECTILE_WAKICANNON = 29;
+float PROJECTILE_BUMBLE_GUN = 30;
+float PROJECTILE_BUMBLE_BEAM = 31;
+
float SPECIES_HUMAN = 0;
float SPECIES_ROBOT_SOLID = 1;
float SPECIES_ALIEN = 2;
float DEATH_RAPTOR_CANNON = 10037;
float DEATH_RAPTOR_BOMB = 10038;
float DEATH_RAPTOR_BOMB_SPLIT = 10039;
-float DEATH_RAPTOR_DEATH = 10040;
-float DEATH_VHLAST = 10040;
+float DEATH_RAPTOR_DEATH = 10040;
+float DEATH_BUMB_GUN = 10041;
+float DEATH_BUMB_RAY = 10042;
+float DEATH_BUMB_RAY_HEAL = 10043;
+float DEATH_BUMB_DEATH = 10044;
+float DEATH_VHLAST = 10044;
#define DEATH_ISVEHICLE(t) ((t) >= DEATH_VHFIRST && (t) <= DEATH_VHLAST)
float DEATH_GENERIC = 10050;
#define SERVERFLAG_TEAMPLAY 2
#define SERVERFLAG_PLAYERSTATS 4
-var vector autocvar_sv_player_maxs = '16 16 45';
-var vector autocvar_sv_player_mins = '-16 -16 -24';
-var vector autocvar_sv_player_viewoffset = '0 0 20';
-var vector autocvar_sv_player_crouch_maxs = '16 16 25';
-var vector autocvar_sv_player_crouch_mins = '-16 -16 -24';
-var vector autocvar_sv_player_crouch_viewoffset = '0 0 20';
+// FIXME/EXPLAINME: why?
+noref var vector autocvar_sv_player_maxs = '16 16 45';
+noref var vector autocvar_sv_player_mins = '-16 -16 -24';
+noref var vector autocvar_sv_player_viewoffset = '0 0 20';
+noref var vector autocvar_sv_player_crouch_maxs = '16 16 25';
+noref var vector autocvar_sv_player_crouch_mins = '-16 -16 -24';
+noref var vector autocvar_sv_player_crouch_viewoffset = '0 0 20';
noref var vector autocvar_sv_player_headsize = '24 24 12';
#define PL_VIEW_OFS autocvar_sv_player_viewoffset
#define SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM 100
#define SPAWN_PRIO_RACE_PREVIOUS_SPAWN 50
#define SPAWN_PRIO_GOOD_DISTANCE 10
+
+// URI handles
+#define URI_GET_DISCARD 0
+#define URI_GET_IPBAN 1
+#define URI_GET_IPBAN_END 16
+#define URI_GET_CURL 17
+#define URI_GET_CURL_END 32
+#define URI_GET_UPDATENOTIFICATION 33
+#define URI_GET_URLLIB 128
+#define URI_GET_URLLIB_END 191